Aurora Borealis shader effects for Earthview - not yet used
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151
Effects/planet-aurora.eff
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151
Effects/planet-aurora.eff
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<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/aurora</name>
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<!-- <inherits-from>Effects/shadow</inherits-from> -->
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<parameters>
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<texture n ="0">
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<type>white</type>
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</texture>
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<vertex-program-two-side type="bool">true</vertex-program-two-side>
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<material>
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<color-mode-uniform>1</color-mode-uniform>
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<!-- DIFFUSE -->
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</material>
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<strength><use>/environment/aurora/strength</use></strength>
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<ray_factor><use>/environment/aurora/ray-factor</use></ray_factor>
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<upper_alt_factor><use>/environment/aurora/upper-alt-factor</use></upper_alt_factor>
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<penetration_factor><use>/environment/aurora/penetration-factor</use></penetration_factor>
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<patchiness><use>/environment/aurora/patchiness</use></patchiness>
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<afterglow><use>/environment/aurora/afterglow</use></afterglow>
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</parameters>
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<technique n="10">
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<predicate>
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<or>
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<less-equal>
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<value type="float">2.0</value>
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<glversion/>
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</less-equal>
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<and>
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<extension-supported>GL_ARB_shader_objects</extension-supported>
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<extension-supported>GL_ARB_shading_language_100</extension-supported>
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<extension-supported>GL_ARB_vertex_shader</extension-supported>
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<extension-supported>GL_ARB_fragment_shader</extension-supported>
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<property>/sim/rendering/shaders/skydome</property>
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</and>
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</or>
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</predicate>
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<pass>
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<lighting>true</lighting>
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<material>
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<active>
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<use>material/active</use>
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</active>
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<ambient>
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<use>material/ambient</use>
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</ambient>
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<diffuse>
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<use>material/diffuse</use>
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</diffuse>
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<specular>
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<use>material/specular</use>
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</specular>
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<emissive>
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<use>material/emissive</use>
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</emissive>
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<shininess>
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<use>material/shininess</use>
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</shininess>
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<color-mode>
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<use>material/color-mode</use>
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</color-mode>
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</material>
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<blend>
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<source>src-alpha</source>
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<destination>one-minus-src-alpha</destination>
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</blend>
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<shade-model>
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<use>shade-model</use>
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</shade-model>
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<cull-face>
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<use>cull-face</use>
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</cull-face>
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<rendering-hint>
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<use>rendering-hint</use>
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</rendering-hint>
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<depth>
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<write-mask>false</write-mask>
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</depth>
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<render-bin>
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<bin-number>10</bin-number>
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<bin-name>DepthSortedBin</bin-name>
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</render-bin>
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<texture-unit>
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<!-- The texture unit is always active because the shaders expect
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that. -->
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<unit>0</unit>
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<type>
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<use>texture[0]/type</use>
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</type>
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<image>
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<use>texture[0]/image</use>
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</image>
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<filter>
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<use>texture[0]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[0]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[0]/wrap-t</use>
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</wrap-t>
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</texture-unit>
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<vertex-program-two-side>
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<use>vertex-program-two-side</use>
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</vertex-program-two-side>
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<program>
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<vertex-shader>Shaders/planet-aurora.vert</vertex-shader>
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<fragment-shader>Shaders/planet-aurora.frag</fragment-shader>
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<fragment-shader>Shaders/noise.frag</fragment-shader>
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</program>
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<uniform>
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<name>texture</name>
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<type>sampler-2d</type>
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<value type="int">0</value>
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</uniform>
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<uniform>
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<name>strength</name>
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<type>float</type>
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<value><use>strength</use></value>
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</uniform>
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<uniform>
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<name>ray_factor</name>
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<type>float</type>
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<value><use>ray_factor</use></value>
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</uniform>
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<uniform>
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<name>upper_alt_factor</name>
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<type>float</type>
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<value><use>upper_alt_factor</use></value>
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</uniform>
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<uniform>
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<name>penetration_factor</name>
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<type>float</type>
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<value><use>penetration_factor</use></value>
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</uniform>
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<uniform>
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<name>patchiness</name>
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<type>float</type>
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<value><use>patchiness</use></value>
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</uniform>
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<uniform>
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<name>afterglow</name>
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<type>float</type>
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<value><use>afterglow</use></value>
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</uniform>
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</pass>
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</technique>
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</PropertyList>
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73
Shaders/planet-aurora.frag
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Shaders/planet-aurora.frag
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// -*-C++-*-
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// Ambient term comes in gl_Color.rgb.
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#version 120
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varying vec3 vertex;
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varying vec3 relVec;
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varying vec3 normal;
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uniform float strength;
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uniform float ray_factor;
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uniform float upper_alt_factor;
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uniform float penetration_factor;
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uniform float patchiness;
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uniform float afterglow;
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uniform float osg_SimulationTime;
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float Noise2D(in vec2 coord, in float wavelength);
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void main()
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{
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float vCoord = abs(vertex.z);
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float aurora_time = 0.001 * osg_SimulationTime;
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float noise_01 = Noise2D( vec2(vertex.x +aurora_time, vertex.y), 0.05);
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float blend_factor = smoothstep(0.935, 0.955, vCoord - 0.001 * noise_01 - 0.02 * (1.0-upper_alt_factor));
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float blend_low = smoothstep(0.915, 0.925, vCoord - 0.001 * noise_01-0.00250 * penetration_factor);
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noise_01 = smoothstep(0.0 + 0.25 * patchiness, 1.0 - 0.25 *patchiness, noise_01 - 0.5 * (1.0-strength) * patchiness);
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float noise_02 = 0.7 + 0.3 * Noise2D( vec2 (vertex.x +vertex.y, aurora_time), 0.002);
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noise_02 = mix(0.85, noise_02 , min((1.0-blend_factor) * ray_factor, 1.0));
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float smoothness = 0.01 + 0.02 * (1.0 - ray_factor);
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float noise_03 = 0.05 * (0.5 - Noise2D ( vec2 (vertex.x + vertex.y, 2.0 * aurora_time), smoothness));
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noise_03 = mix(0.0, noise_03, upper_alt_factor);
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vCoord += 0.00250 * penetration_factor;
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float vStrength = smoothstep(0.92, 0.94, vCoord) * (1.0 - smoothstep(0.94, 0.95 + 0.1 * upper_alt_factor, vCoord+noise_03));
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vec3 auroraColor1 = vec3 (0.0, 0.2, 0.1);
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vec3 auroraColor2 = vec3 (0.2, 0.0, 0.05);
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vec3 auroraColor3 = vec3 (0.8, 0.3, 0.4);
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vec3 auroraColor = mix(auroraColor1, auroraColor2, blend_factor);
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auroraColor = mix(auroraColor3, auroraColor, blend_low);
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float fade_factor = smoothstep(0.94, 0.97, vCoord - 0.001 * noise_01 - 0.02 * (1.0-upper_alt_factor));
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fade_factor = mix(1.0, fade_factor, afterglow);
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float view_angle = abs(dot(normalize(relVec), normalize(normal)));
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float angStrength = smoothstep(0.2, 0.6, view_angle);
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float auroraStrength = vStrength * angStrength * noise_01 * noise_02 * strength * fade_factor;
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gl_FragColor = vec4 (auroraColor.x, auroraColor.y, auroraColor.z, auroraStrength);
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}
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15
Shaders/planet-aurora.vert
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Shaders/planet-aurora.vert
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#version 120
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varying vec3 vertex;
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varying vec3 normal;
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varying vec3 relVec;
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void main()
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{
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normal = gl_Normal;
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vertex = gl_Vertex.xyz;
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vec3 ep = (gl_ModelViewMatrixInverse * vec4 (0.0, 0.0, 0.0, 1.0)).xyz;
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relVec = vertex - ep;
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gl_Position = ftransform();
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}
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